﻿using UnityEngine;

public class EventCode
{
    /// <summary>
    /// 当指定方块被创建或者销毁时触发
    /// </summary>
    public const int GAME_LIGHTCUBE_CHANGE = 1000;

    /// <summary>
    /// 当移动道具方块时
    /// </summary>
    public const int GAME_LIGHTCUBE_MOVE = 1001;

    /// <summary>
    /// 当确定道具方块位置时
    /// </summary>
    public const int GAME_LIGHTCUBE_CONFIRM   = 1002;
    
    /// <summary>
    /// 清除所有光照节点的信息
    /// </summary>
    public const int GAME_LIGHTCUBE_CLEARDATA = 1003;
    
    /// <summary>
    /// 更新所有光照节点的信息
    /// </summary>
    public const int GAME_LIGHTCUBE_UPDATE = 1004;
    
    /// <summary>
    /// 修改当前UI页面的锁定状态
    /// </summary>
    public const int VIEW_LOCAK_CHANGE = 2000;

    /// <summary>
    /// 场景中有Trigger被激活
    /// </summary>
    public const int GAME_TRIGGER_ACTIVE = 3000;
    
    /// <summary>
    /// 场景中有Trigger被禁用
    /// </summary>
    public const int GAME_TRIGGER_UNACTIVE = 3001;
    
    /// <summary>
    /// 切换下一个游戏摄像头
    /// </summary>
    public const int GAME_CAMERA_NEXT = 4000;

    /// <summary>
    /// 摄像头抖动
    /// inTime : 淡入时长 f
    /// time ：持续时长 f
    /// outTime : 淡出时长 f
    /// shake ：震动强度 【0 - 1】 f
    /// </summary>
    public const int GAME_CAMERA_SHAKE = 4001;

    /// <summary>
    /// 激活指定相机
    /// index : 相机index
    /// </summary>
    public const int GAME_CAMERA_CHANEG = 4002;
    
    /// <summary>
    /// 开启类型选择器
    /// </summary>
    public const int EDITOR_OPENSELET = 5001;
    
    /// <summary>
    /// 编辑界面的Cell更新数据
    /// </summary>
    public const int EDITOR_EDITOR_CHANGE = 5002;
}
